Stellaris

Stellaris

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Machines & Robot Expansion Continued
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18. Feb. 2024 um 15:13
10. Mai um 17:58
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Machines & Robot Expansion Continued

In 2 Kollektionen von Openly Retro
Machine & Robot Expansion: Continued - Crossover Content
2 Inhalte
Machine & Robot Expansion: Continued - Vanilla Overwrites
2 Inhalte
Beschreibung

Stellaris v3.14.*, v3.13.*, and v3.12.5 Compatible

Acknowledgements
This mod is a continuation of XVCV's "Machines & Robot Expansion" , which is/was loved by many. A great addon for Machine empire enthusiasts which I loved playing.

Unfortunately, since XVCV has left the Stellaris modding scene, the M&RE mod became unsupported.

This adaptation/continuation will continue to make the Machine & Robot Expansion compatible with the latest versions of Stellaris. In addition to bug fixes, new things are being planned!



Core features of Machine & Robot Expansion

This mod adds a variety of ascension perks, new playstyles, civics, traits, and much-needed love for Machines & Robots!

- Start as non-gestalt Robots (Mechanical Origin)
- Edit ruler traits, councilor traits, build leader with traits you pick
- Automated machine worlds that don't require pops to run, with 4 special planet types
- Switch from gestalt to non-gestalt Machines via AP, and back again
- Switch to/away from Driven Assimilator / Rogue Servitor / Determined Exterminator
- Machine Leaders revive after dying (backup trait)
- Ascend to a new bio-mechanical hybrid species
- Declare total war on the galaxy
- Psionic ascension; touch the Abyss ...
- Non-gestalt robots boost trade and empire-wide amenities with Virtual Reality servers planets
- Malware civic makes spy ops easier and adds new infiltration
- Boost your gestalt empire with Machine Learning civic
- Split open planets and mine them with Orbital Crackers

Added in Continuation:

- Release Machine vassals
- Automated Ringworlds
- Dismantle habitats (if your empire has any habitat tech)
- Extended Machines traits & Overclocked origin (thanks Legit Rikk)
- Reanimate defeated organic armies as a Machine empire
- Roleplay a fully automated pop-less Machine empire with the "World-Machines, Awakened" origin[github.com]

And more!

- 15 Civics
- 15 Ascension Perks
- 6 Origins
- 80 Technologies
- 45 traits

Documentation

WIP: Read the full overview of features here [github.com]

DLC Requirements

Required DLC:

- SYNTHETIC DAWN

Optional DLC:

- GALACTIC PARAGONS: Unlock Leader-Building GUIs and Ruler-Building GUIs
- UTOPIA: Unlock Mechanical Origin (non-gestalt Robot)

Some DLCs provide new things for modders to play with and as such some additional mod features may depend on those DLCs.

Contact

🐛 Add your bug reports here 💭 .

💡 Add your suggestions here 💭 .

Say hi (optional)

To chat anytime and follow development updates, and ask questions, visit the machines-robots-expac channel in the Stellaris Modding Den discord. Invite code is 9BkJVZqX Look for me, "Openly Retro"

Contact outside Steam workshop

If you have found this mod outside the Steam workshop, report a bug or share new ideas on the Github page.[github.com]


What's next?

Ongoing:

- Carefully catalogue existing issues and develop fixes
- Address balance issues & player-reported issues

Planned:
- New origins and playstyles
- Adopt abandoned machine-based mods and assimilate them

Update schedule is 2-4 weeks based on bug reports, feature development, my stress levels afer my day job & other life stuff.

Artwork Credits

Full art credits are listed here

Translation Credits

- Korean: Thanks to y1224y1 and Horangye

- Chinese: Thanks FlantingCort, Krual, and the team at Doves Localization group



Mod Add-ons

- World Machine Origin Vanilla Overwrites, by Legit-Rikk which changes certain vanilla tradition picks to have bonuses for World-Machines
- World Machine Origin Gigastructures Buildings, by Legit-Rikk which adds the automated versions of certain Gigastructural Engineering buildings for use on World Machines.

Mod Compatibility

Known issues with other mods:

- Orbital Cracker doesn't block megas from Gigastructural Engineering
- This mod contains an updated version of mute's Extended Machines, if that mod is active, the version in this one will be disabled.

Overwritten Vanilla Files

common\economic_categories\00_common_categories.txt
- pop_category_drones
- pop_category_workers
- pop_category_specialists
- pop_category_rulers

Stellaris\common\game_rules\00_rules.txt
- can_release_vassal_from_species - allow for Multikernel AP
- can_colonize_planet - block colonizing habitats that are being dismantled
- can_species_be_assembled - pops with Bio Mech trait won't assemble

common\scripted_triggers\02_scripted_triggers_machine_age.txt
- is_individual_machine - return True for non-gestalt Machine bio-mech

common\scripted_triggers\05_scripted_triggers_traits.txt
- can_add_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP
- can_remove_beneficial_genetic_traits - true/yes for empires with the Bio-Genetics Mastery AP

common\traits\02_species_traits_basic_characteristics.txt
- trait_mechanical - Add habitability for Mechanical Worlds
Beliebte Diskussionen Alle anzeigen (6)
62
12. Apr. um 13:30
World Machine Origin Feedback & Bug Report
Openly Retro
110
2. Juni um 19:38
Bug Reports
Openly Retro
27
30. Mai um 21:45
Suggestions for improvements & content
Openly Retro
287 Kommentare
gableHETA Vor 12 Stunden 
@Openly Retro. Thank you for the update on the state of the update. No rush and thanks for the mod!
Openly Retro  [Autor] 29. Mai um 7:52 
Hi HFT, if you have some specific feedback about balance, please post in the "Suggestions for improvements & content" thread. I will be glad to take a look.
Xelan 27. Mai um 7:16 
@HFT: Nothing is perfect, why would you expect a mod to be? And what is balance anyway, especially given the power curve of some mods out there?
HFT 26. Mai um 19:19 
Well,what I play is 3.14.
harozuken 25. Mai um 22:01 
@HFT the mod is not yet updated to 4.0
HFT 25. Mai um 20:05 
This mod doesn't seem to be perfect, it's still fine as a gameplay expansion, but the balance needs to be corrected
ParaNautic 22. Mai um 17:57 
There is a gen that converts food to energy, I am wondering if there could be a feature where we can "harvest" bioships for energy.
Xelan 22. Mai um 12:50 
@ParaNautic: There already was pre 4.0. Biomass reactor or something. I would assume that it's still there after the 4.0 update.
ParaNautic 22. Mai um 8:16 
Sweet, I was wondering, now that we have bio ships can there be a building that would take the biomass and convert it to energy? It would be a waste to have all the meat floating in space going to waste.
Morpheuss 22. Mai um 0:23 
Take your time, thank you very much for your work